mudd1

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Everything posted by mudd1

  1. OTOH, for DOTT there were actual physical objects going back and forth all the time and therefore the player would be more used to the idea that the different stories interlock and it wouldn't be a stretch to assume that you could send notes the same way you could send actual in-game objects. I still think there was a "huh, how does she know this?" moment for me but it's been so long, maybe I'm imagining things.
  2. Well no, I think the post I at least had in mind was this one: http://www.doublefine.com/forums/viewthread/16862/P25/#381698 Which indeed could be interpreted either way, as Diduz76 said.
  3. This theory always sounded off to me but I have no hard facts to back this up. The player is supposed to be an active force in the game universe, in this case acting as a kind of intuition for Vella and Shay. I think there was a post by Anna who clarified this.
  4. Damn, I knew I should have had sex and taken heroine when I was twelve.
  5. The player is supposed to be an active force within the game universe, something like an intuition for the characters. No, I didn't get that feeling at all either. But technically, the puzzles didn't go against the game's own logic. If anything, that role of the player should have been made more explicit in some way. When I first heard that the game would be about two characters and that you could switch between them, I was hoping for a DotT-style interaction between the characters, which I absolutely loved. I still consider it a missed chance to make this happen, at least in Act 2, where the characters knew of each other and could have influenced each other. (I guess the Plague Dam part contains some of this but it's very minimal and if anything only goes against the conventional wisdom that had been established in the game up to that point that the two timelines are completely independent mechanically, even when they interact story-wise.)
  6. I gotta admit, I only backed 30 bucks because I wanted to be safe from that Vimeo streaming crap. As it turned out that the download option wasn't available until after the game was already released, I kinda regretted having spent that money on a feature I didn't actually get.
  7. I'd argue it's more like 24,360 patterns. IIRC, while you can't wire the same edge in the same direction, you can have parallel wires in opposite directions. So you only lose 1 possible edge in every step, not 2. I might be missing something here though. Also, the difference is admittedly not huge but if someone was really bruteforcing their way through those patterns, just doing 2520 more is probably quite a chore
  8. No, I considered that it's just rotated and mirrored because that would make the graphical indication of the safety pattern easier but comparing the notes in this thread and also the video I linked to with my own playthrough, it became clear that this is not the case. I don't know if all permutations are possible but there doesn't seem to be an easy pattern to generate the variations.
  9. I have no idea if wiring the Hexipal up like that would make Shay or Vella comment on it or not. If they did then it'd be a cue to keep trying it using different corners as starting points, etc. Honestly though, this is most likely just me forcing the solution onto a random piece of art. Just thought I'd throw it out there No, AnAnemoneInAnonymity is right, there are no other wiring puzzles that use the actual geometry. I first thought the safety pattern would be an exception (which intrigued me, because mixing absolute geometry and randomized corner-based patterns, one would have to make sure no duplicates can occur) because it used the visual background but looking at some else's playthrough, their pattern looked completely different from what I saw ... which is kinda cool in its own right.
  10. So you have a huge number of knots, four descriptions for knots that don't really match any of the actual knots, some hidden mechanism that determines whether or not you can tell F'ther generic instructions or specific ones which again don't really match any of the steps shown on the diagram and a really long way to backtrack before you can get a new diagram. Am I just missing something obvious here or is this a puzzle-like gameplay entity designed for the sole purpose of driving people mad? The thing that frustrates me the most about this is that there are some knots that would actually be really simple to describe (like the one that looks like a bundle of straw) but those descriptions are not offered. Instead I am supposed to recognize string in the form of an elephant chasing its trunk or a bucket full of fingers or whatever.
  11. I think the problem is not with puzzle games but with this puzzle. It could have used more polish to accommodate different approaches. If you tackle it right and know about the teleportation option, it's quickly solved. If you don't fulfill these criteria, it can take you a lot of time and isn't very logical. The bug surely didn't help but at the end of the day it's just unpolished.
  12. Yep, he's a nice guy and you'll just have an interesting chat for a while and then you've done something for science. Boom. Instant karma. There is no funner way to be able to stop helping old ladies across the street for the rest of the day.
  13. Making fun of other people's handwriting, are we? A Marp is very similar to a Harp, it just goes up on the right a bit more.
  14. I feel a really strong urge to take apart this comment word by word but it'd take a book to discuss everything that's wrong with it and I somehow doubt you'd change your mind either way. So I'll just hand in a formal note of protest and leave you to it
  15. SPOILERS - What does it mean?

    So sacrificing maidens is fun at first but after a couple of years it gets tiresome? Ooooh, you mean the daily routine inside the mog! What's the meaning of the annualized game franchises looking like monsters from the outside but being more or less pleasant from the inside?
  16. Uhm, yeah, you absolutely should after teasing it like this. Also, I don't think anybody in this thread provided a satisfactory answer to these questions yet.
  17. Uhm ... not sure because drunk but ... gross? No, I mean the part where he wanted to impress a girl, Shay guesses it went badly because she wasn't into video games and he reveals that she in fact is but she's more hard core than he is. As I said, it's just one example. There were funnier lines in general treating this subject that I don't remember but this part was so video game related that it sounded like Tim was having a dig at the Gamergate jerks who targeted him.
  18. The joke telling reminded me of the sword fighting puzzle. The knot puzzle bears little resemblance IMHO.
  19. Since I payed for AF2014, I should have full forum access. However, I just wanted to look something up in the old Project 行 thread and I can't find it anymore. Google can, but I get a permission denied when I try to access it: http://www.doublefine.com/forums/viewthread/13022/ Did I miss something obvious here? Or is this a particularly weird form of historical revisionism?
  20. Not only were there broad gender themes as others have mentioned, there were also many funny lines that poked at gender stereotypes. For example, I bet the Act 2 dialog with Gus was written under the first-hand impression Tim got from Gamergaters.
  21. During the end credits, we see what happens to all the characters in the game. We also see this picture but I have no idea who that's supposed to be. Is it just my weak memory or is this the odd one out?
  22. I didn't forget the scene, I was probably just distracted ... plus, had they worn hoodies or nothing in the picture, I would have recognized them
  23. Oooh! Thanks! Of course they are. Hotel management and graphic design is what they wanted to do with their lives when they flew into the sunset In this case, funny touch that we still don't see their faces
  24. Ask me about LOOM™

    Yeah, I was kinda hoping for music puzzles.